Generative AI was used to create assets such as items and structures.
- Creator
- 30.2%
- Reviews
- -
- Added
- Oct 4, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Generative AI was used to create assets such as items and structures.
As a solo developer, I utilized AI-assisted tools during the development process to help conceptualize and create select visual assets and audio elements. These technologies were used alongside traditional development methods to streamline production and bring the game's aesthetic vision to life.
AI was used to generate code and textures for this game.
AI Park includes optional local AI workflows that can generate images and short videos on the user's own computer using separately installed compatible AI runtimes and models. Generation model weights are not included with the base application, and AI Park does not provide a bundled cloud AI generation service. AI generation is user initiated. AI Park does not support generating sexually explicit content: prompts are checked before generation, and generated media must pass local safety checks before it can be displayed, kept, or published. AI features are optional; browsing, viewing, importing, and organizing existing media do not require an AI model.
Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas.
i coded this game by hand over 16 years; now i use ai to help me with the refactor (from hotseat -> online play)
Capsule art.
Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay.
As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay.
AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge.
Icons, Sounds
Guild of Souls features artwork developed with generative AI.
Audio and music are AI generated.
Some of the game's pre-rendered assets were created with generative AI tools during development and then reviewed, edited and integrated by the developer: parts of the pixel art, parts of the sound effects, and the translations from the English original. Nothing is generated while you play: the game uses no AI at runtime and collects no player data for AI training.
Guild Master features artwork developed with generative AI.
Bringing together, refining, reviewing and coordinating the different disciplines into a functional complete game. All content was integrated into the development process, tested and aligned with the overall project before becoming part of the released version.
Some of the game's graphics were generated using AI tools and then manually retouched to match our artistic vision.
ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime.
AI was used in translation for localization.
I used AI to help generate some of the voice acting that is used in the game.
Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay.
本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。
This game utilized a generative AI (Google Gemini) to assist in creating certain artwork and graphical assets. All AI-generated images were manually reviewed, retouched, and finalized by the developer before being implemented into the game.
Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game.
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds. Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game. Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :( No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
The Sounds and some Assets are AI-Generated
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。 Generative AI Disclosure: During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
Void Squadron features artwork developed with generative AI.
The direction of this game has been altered by artificial intelligence
We use AI to assist with debugging, prototyping, automating repetitive processes, and generating some of the game's visual assets.
Generative AI was used for some artwork, including store capsule images and Steam library artwork.
Some in-game visual assets (icons and other artwork) were created with generative AI tools during development. Localization text was also drafted with AI and then reviewed by the developer. All shipped images and translations were checked before release. No AI content is generated while the game is running.
Some 3D models and textures in MemTown were created or converted with the assistance of generative AI during development. These assets are used for certain tools, capture capsules, resource objects, and production facilities in the territory.
Portions of the application code were developed with AI coding assistance tools. The app contains no AI-generated art, audio, or character content.
AI tools assisted portions of the pre-produced artwork, text, development code, and audio-production scripts. Music and sound effects use procedural synthesis. No AI content is generated during gameplay, and the Windows game does not connect to an external AI service.
Some of the visual and audio assets in Subject 4471 were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, curated, and edited by the developer to ensure it is appropriate, and the developer has taken steps to ensure it holds the rights necessary to use this content. This game does not generate any AI content in real time during gameplay.
I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed.
This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT.
浣熊的設計與建模過程中有使用AI生成輔助,加快製作速度與溝通效率,後續調整了許多使其適配我們的遊戲本身。
Generative AI tools were used during development to create or assist with pre-made visual artwork, interface artwork and icons, procedural 3D modeling scripts, prerecorded faction voice lines, sound effects, and music. This includes voice lines and sound effects generated with ElevenLabs. These assets are prepared and integrated into the game before release. The game does not generate AI content during play or connect to an AI generation service. Computer-controlled opponents use scripted game logic.
Some background and minor graphics are done with AI. All translations are done with AI.
AI tools were used in the development of this project
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
The use of AI is limited to select visual assets, which were manually reviewed, repainted, and integrated to fit the art direction. The project features original artwork hand-drawn by my artistic partner alongside an original acoustic piano score, entirely composed and performed by me. This is an independent, completely free passion project with zero monetization, made out of a genuine love for game development. Thank you for playing.
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wolf Island In-game content art | Generative AI was used to create assets such as items and structures. | 30.2% | - | Oct 4, 2026 | |
Nexaris In-game content artaudio | As a solo developer, I utilized AI-assisted tools during the development process to help conceptualize and create select visual assets and audio elements. These technologies were used alongside traditional development methods to streamline production and bring the game's aesthetic vision to life. | Philipp Schneider | - | Oct 4, 2026 | |
Skies End In-game content artcode | AI was used to generate code and textures for this game. | Startek | - | Oct 3, 2026 | |
AI Park Live AI art | AI Park includes optional local AI workflows that can generate images and short videos on the user's own computer using separately installed compatible AI runtimes and models. Generation model weights are not included with the base application, and AI Park does not provide a bundled cloud AI generation service. AI generation is user initiated. AI Park does not support generating sexually explicit content: prompts are checked before generation, and generated media must pass local safety checks before it can be displayed, kept, or published. AI features are optional; browsing, viewing, importing, and organizing existing media do not require an AI model. | Generative Works LLC | - | Oct 3, 2026 | |
Age Of Enoch Dev only code | Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas. | drezitu | - | Oct 3, 2026 | |
Final Tactics Dev only code | i coded this game by hand over 16 years; now i use ai to help me with the refactor (from hotseat -> online play) | Final Tactics Creator | - | Oct 3, 2026 | |
The Vector Store/marketing art | Capsule art. | Conifer Studios | - | Oct 3, 2026 | |
Lootale Slash In-game content artcodetext | Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay. | Pesselp LTDA | - | Oct 3, 2026 | |
Siegehand In-game content art | As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay. | Kessel Studio Games | - | Oct 3, 2026 | |
Zombie Royale In-game content artaudio | AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video. | Perihelion-Software | - | Oct 3, 2026 | |
Battle Of Dots: Last Stand In-game content artcode | AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements. | WarNode Interactive | - | Oct 3, 2026 | |
Degen Idle Dev only | Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge. | Ithoro LLC | - | Oct 2, 2026 | |
PINDEMONIUM artaudio | Icons, Sounds | Drypoint | - | Oct 1, 2026 | |
Guild of Souls In-game content art | Guild of Souls features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
Veilborn In-game content audio | Audio and music are AI generated. | Xootic | - | Oct 1, 2026 | |
Tiny Vessel In-game content artaudiotext | Some of the game's pre-rendered assets were created with generative AI tools during development and then reviewed, edited and integrated by the developer: parts of the pixel art, parts of the sound effects, and the translations from the English original. Nothing is generated while you play: the game uses no AI at runtime and collects no player data for AI training. | Lazy Frog Games | - | Oct 1, 2026 | |
Guild Master In-game content art | Guild Master features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
MERVARYN 2900 Dev only | Bringing together, refining, reviewing and coordinating the different disciplines into a functional complete game. All content was integrated into the development process, tested and aligned with the overall project before becoming part of the released version. | Thorsten Koerner | - | Oct 1, 2026 | |
Campagnol In-game content art | Some of the game's graphics were generated using AI tools and then manually retouched to match our artistic vision. | Adopt Game | - | Oct 1, 2026 | |
Mayonaka no Yaiba In-game content artaudiotext | ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime. | CネコミミX | - | Oct 1, 2026 | |
Roomy In-game content text | AI was used in translation for localization. | Hamelot Games | - | Oct 1, 2026 | |
Threshold Zero In-game content audio | I used AI to help generate some of the voice acting that is used in the game. | Ken Henson | - | Oct 1, 2026 | |
Wizards of Elnia In-game content art | Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay. | Black Fox Games | - | Oct 1, 2026 | |
仙帝神兵 In-game content art | 本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。 | 仙帝神兵工作室 | - | Oct 1, 2026 | |
Coin Survivor In-game content art | This game utilized a generative AI (Google Gemini) to assist in creating certain artwork and graphical assets. All AI-generated images were manually reviewed, retouched, and finalized by the developer before being implemented into the game. | Coin laundry(코인 세탁소) | - | Oct 1, 2026 | |
HEAVENBREAK In-game content arttext | Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game. | GPUN Corp. | - | Oct 1, 2026 | |
Golfever In-game content art | Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play. | xaxi235 | - | Oct 1, 2026 | |
GRID DEFENSE: GRID WAR In-game content artaudiotext | Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay. | Keke Studio | - | Sep 30, 2026 | |
Tiny RTS In-game content audioart | The Sounds and some Assets are AI-Generated | DiaP | - | Sep 30, 2026 | |
Starfall Defense Store/marketing art | 本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime. | Astrix Game Studio | - | Sep 30, 2026 | |
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
Backrooms Blocks Unclear | The direction of this game has been altered by artificial intelligence | Snarl | - | Sep 30, 2026 | |
Helbreath Mystic Tavern Classic In-game content art | We use AI to assist with debugging, prototyping, automating repetitive processes, and generating some of the game's visual assets. | Mystic Tavern | - | Sep 30, 2026 | |
Fair21: Blackjack Store/marketing art | Generative AI was used for some artwork, including store capsule images and Steam library artwork. | Maple Ridge Haven | - | Sep 30, 2026 | |
FishIdle In-game content arttext | Some in-game visual assets (icons and other artwork) were created with generative AI tools during development. Localization text was also drafted with AI and then reviewed by the developer. All shipped images and translations were checked before release. No AI content is generated while the game is running. | 和平哥 | - | Sep 30, 2026 | |
MemTown In-game content art | Some 3D models and textures in MemTown were created or converted with the assistance of generative AI during development. These assets are used for certain tools, capture capsules, resource objects, and production facilities in the territory. | Mememememem | - | Sep 30, 2026 | |
もにぶい / MoniV Dev only code | Portions of the application code were developed with AI coding assistance tools. The app contains no AI-generated art, audio, or character content. | こなもつ工房 | - | Sep 30, 2026 | |
Crypto Market Rivals In-game content arttextcodeaudio | AI tools assisted portions of the pre-produced artwork, text, development code, and audio-production scripts. Music and sound effects use procedural synthesis. No AI content is generated during gameplay, and the Windows game does not connect to an external AI service. | Gateway Information Group LLC | - | Sep 30, 2026 | |
Subject 4471 In-game content artaudio | Some of the visual and audio assets in Subject 4471 were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, curated, and edited by the developer to ensure it is appropriate, and the developer has taken steps to ensure it holds the rights necessary to use this content. This game does not generate any AI content in real time during gameplay. | KalisGo | - | Sep 30, 2026 | |
BlightMist Idle In-game content artcode | I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing. | AzureMistKingdom | - | Sep 30, 2026 | |
TRY IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | HuntForge | - | Sep 28, 2026 | |
Solis Chronicles In-game content artaudiotext | Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed. | FrostByte Project | - | Sep 28, 2026 | |
PanzerCity In-game content artaudio | This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT. | Columbidae Games | - | Sep 28, 2026 | |
惡搞浣熊 In-game content art | 浣熊的設計與建模過程中有使用AI生成輔助,加快製作速度與溝通效率,後續調整了許多使其適配我們的遊戲本身。 | 惡搞浣熊 | - | Sep 28, 2026 | |
Rampartloom: PvP Tower Defense In-game content artaudio | Generative AI tools were used during development to create or assist with pre-made visual artwork, interface artwork and icons, procedural 3D modeling scripts, prerecorded faction voice lines, sound effects, and music. This includes voice lines and sound effects generated with ElevenLabs. These assets are prepared and integrated into the game before release. The game does not generate AI content during play or connect to an AI generation service. Computer-controlled opponents use scripted game logic. | Mumin Bayar | - | Sep 28, 2026 | |
Adventures of Mack In-game content arttext | Some background and minor graphics are done with AI. All translations are done with AI. | Armand Tyberiusz Molinski | - | Sep 28, 2026 | |
tiny desktop pals Unclear | AI tools were used in the development of this project | Penyo | 15 | Sep 28, 2026 | |
Roll Pick Go! In-game content arttext | Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay. | GGMCO | - | Sep 27, 2026 | |
The Path of Glass In-game content art | The use of AI is limited to select visual assets, which were manually reviewed, repainted, and integrated to fit the art direction. The project features original artwork hand-drawn by my artistic partner alongside an original acoustic piano score, entirely composed and performed by me.
This is an independent, completely free passion project with zero monetization, made out of a genuine love for game development. Thank you for playing. | Biesro | - | Sep 27, 2026 | |
Fish Wrangler In-game content arttext | Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay. | Fish Wrangler, Inc. | - | Sep 27, 2026 |